00:11:624 (1) - why do u map these different from 00:00:590 (1) - , same with 02:40:590 (1) - 00:23:348 (2,3) - i would personally like these sets of sliders more if they perfectly stack. if you don't want to perfectly stack them at least make these ones more spaced out, kinda like 00:34:383 (2,3) - . it looks bad if the slider edges are overlapping partially01:04:038 (5) - u can make this smoother in the middle01:28:176 (1,2,3) - this definitely isnt readable by any human being03:29:555 (1,2,3,4,5) - would look better as a perfect curve imothis is a pretty shit point to make considering im not really providing any improvements, but the rhythm at 03:44:038 (1) - was really hard for me to read, and especially with overlaps like 03:44:038 (1,3) - it's hard to tell what's a slider and what's not, what's 1/4 and what's not, etc

01:11:624 (7,8,9,1) - kinda looks unnecessarily messy compared to how clean the section for the rest is, I'd do something slightly different for these parts with these additional beats you have currently stacked like this (probably just space them out in some way so that the base sounds are patterned like all the time during this section but the additional beat is spaced out little to some direction)

01:29:900 (5,6,7,8,1) - many of these during this section. Wouldn't it make more sense to have the spacing increase instead of decrease on every other of these considering the overall direction of the pitch is higher on those ones? You could then use the decreasing spacing on the ones that have lowering pitch.

02:06:796 (1,3) - stack (if you can call this stack) is kinda off, one tick to left looks better

03:29:555 (1,2,3,4,5) - I don't think quasi curve like this is good idea, like even if you want to differentiate from smooth curve due your ambivalence theme, there'd be better options than almost doing curve but not quite. It just looks like you made it smoothly like during the last half but fucked up smth.

While I see the 2 halfs are different, sure, it feels more like different approach to the same idea rather than polarities expressed within the the same entity. The build-up to the "hell" part feels practically the same as to the "heaven" part, while it could divert from that path at some point and lead to smth more different. Frankly, I have no idea how this plays so the concept might actually work fairly well for that part, but it's kinda lacking in ambivalence imo. That being said the map looks pretty cool concepts aside. (basically why this mod is kinda short as well)

quicc modholy when did you get so much better at mapping lmao ever since the fire nation attacked

00:11:624 (1) - why do u map these different from 00:00:590 (1) - , same with 02:40:590 (1) - cuz the sound is increasing volume + it adds variety00:23:348 (2,3) - i would personally like these sets of sliders more if they perfectly stack. if you don't want to perfectly stack them at least make these ones more spaced out, kinda like 00:34:383 (2,3) - . it looks bad if the slider edges are overlapping partially I like how it looks, and it's a gradual buildup where the distance gets bigger and bigger01:04:038 (5) - u can make this smoother in the middle done01:28:176 (1,2,3) - this definitely isnt readable by any human being that one's still fine compared to what's next lol03:29:555 (1,2,3,4,5) - would look better as a perfect curve imo I was gonnna do that originally but 03:29:555 (1,3,5) - have stronger drums than 03:29:641 (2,4) - so I used a sharper shape to emphasise thatthis is a pretty shit point to make considering im not really providing any improvements, but the rhythm at 03:44:038 (1) - was really hard for me to read, and especially with overlaps like 03:44:038 (1,3) - it's hard to tell what's a slider and what's not, what's 1/4 and what's not, etc yea that's kinda done on purpose :v

quickie mod xd

TheKingHenry wrote:

Hello mod from my queue~~

Ambivalence

01:11:624 (7,8,9,1) - kinda looks unnecessarily messy compared to how clean the section for the rest is, I'd do something slightly different for these parts with these additional beats you have currently stacked like this (probably just space them out in some way so that the base sounds are patterned like all the time during this section but the additional beat is spaced out little to some direction) I could make the overlap slightly more spaced if that's what you meant

01:29:900 (5,6,7,8,1) - many of these during this section. Wouldn't it make more sense to have the spacing increase instead of decrease on every other of these considering the overall direction of the pitch is higher on those ones? You could then use the decreasing spacing on the ones that have lowering pitch. oh they're not really meant to emphasise the pitch, the last note overlap is there because the sound stops at 01:30:158 - and 01:30:244 (1) - maps the drum after

02:06:796 (1,3) - stack (if you can call this stack) is kinda off, one tick to left looks better fixe d

03:29:555 (1,2,3,4,5) - I don't think quasi curve like this is good idea, like even if you want to differentiate from smooth curve due your ambivalence theme, there'd be better options than almost doing curve but not quite. It just looks like you made it smoothly like during the last half but fucked up smth. it's different not because of the theme, but because 03:29:555 (1,3,5) - have stronger drums in them

While I see the 2 halfs are different, sure, it feels more like different approach to the same idea rather than polarities expressed within the the same entity. The build-up to the "hell" part feels practically the same as to the "heaven" part, while it could divert from that path at some point and lead to smth more different. Frankly, I have no idea how this plays so the concept might actually work fairly well for that part, but it's kinda lacking in ambivalence imo. That being said the map looks pretty cool concepts aside. (basically why this mod is kinda short as well) yeah the contrast just mainly supposed to be done with the rhythm of the second kiai and following different sounds in the music ( and the white sliders: 01:52:141 (1,2,3,4,5,6,7) - against 03:45:245 (1,2,1,2,1,2) - ). if someone suggests ways to differenciate more things I'll be happy to put them in though

4m4

00:23:346 (2,3,2,3,2,3,2,3,2,3,2,3) - I get what you want but first - with different space between edges it looks messy, second - here no ascension in music except very hard-to-hear bg, so that is unjustified00:56:452 (2) - not in middle of shape. move to x206y26000:56:969 (3) - broken spacing around sliderstart, it far from middle round than next beginning part. ugh mai eng sck

4m4

00:23:346 (2,3,2,3,2,3,2,3,2,3,2,3) - I get what you want but first - with different space between edges it looks messy, second - here no ascension in music except very hard-to-hear bg, so that is unjustified there's no specific sounds that gradually rise but the whole intro is building up to one moment, which is what i wanna express with the small gradual changes00:56:452 (2) - not in middle of shape. move to x206y260 fixed00:56:969 (3) - broken spacing around sliderstart, it far from middle round than next beginning part. ugh mai eng sckfixed

nazi stuff

01:02:486 (4) - it needs some straight shapes [someone can get you wrong] you can still tell the sliderpath and even if you couldn't you won't really break since it's within the slider follow circle. also the turns are for the bg sounds01:28:434 (2,3) - looks weird with such spacing, stack their ends it's purposely so the overlaps are the same01:37:141 (1,2,3,4,5,6,7,8) - may be hard to read I don't think changing the spacing would help redability too much

04:16:796 (1) - I feel like this slider should have some more spacing for the stronger sound but that will break the fancy shape you have Up to you.

And that's all I could spot. Sorry for the poor mod, I reviewed the map like 5 or so times and I couldn't find anything worth mentioning. I was gonna talk about how it would be best to properly overlap the sliders at the beginning but it seemed like a concept you stuck with throughout the majority of the map.Cool map tho.